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lv1

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  1. Thanks @Cotta! This works great and I wanted to expand on the answer here for others. If you are writing a native app the manifest change above is all you need. If you are building in Unity 2018 versions or newer the old way of modifying a template file no longer works. I found 2 options that both work. 1. Export the project and open it in Android Studio. Unity makes 2 manifest files and the one you want to modify is the unityLibrary/manifests/AndroidManifest.xml and add the above in the <application> section 2. You must implement a callback OnPostGenerateGradleAndroidProject in which you can edit the dynamically created manifest. This is detailed in this excellent link but find the response referencing this callback.
  2. I'm working on a game for the Focus+ for a client that does not use controllers. If you take off the headset during the game for a break that lasts more than a couple minutes then when you put the headset back on the Focus forces you to re-pair the controllers with the dreaded "Hold both controllers and make sure they are turned on" dialog. This is strictly invoked by the Focus since it is trying to pair with the Focus controllers and even shows a graphic of them. This causes us to carry around the controllers for no other reason than to re-pair them and then put them away. I accept that these controllers are critical for navigating the HTC Vive home so completely disabling them is not useful. However while in a game that does not use controllers there should be a way to prevent this popup? I've looked in the advanced Settings > More > Apps for a toggle and don't see one (a logical place for this if HTC is listening....). The standard methods of setting the NumControllers=0 in the android manifest or calling wvr_SetInteractionMode(WVR_InteractionMode.WVR_InteractionMode_Gaze); both work to eliminate the controller in the game, but fail to prevent the HTC Focus override to force re-pairing when the headset wakes up after the controller connection has timed out. Assuming there is a way to disable the Focus dialog I have a method in-game for the player to exit and return to the Vive Home. I haven't found a way to disable the Focus from imposing its pairing requirement. Anyone find a solution for this? @Cotta @Tony PH Lin
  3. Interesting and thank you for your reply. As a baseline, one way to launch a 2nd app from a 1st requires the package name of the 2nd app. Here is a link for reference. But the apps that are "On my PC' (linked through viveport streaming) don't have package names that the packageManager can locate so this doesn't appear to work (unless I'm mistaken). So (hoping I'm not asking something that should be obvious) how would you launch such an app?
  4. I have a Windows based steamVR app built with unreal engine that plays in the Focus through Viveport Streaming. WaveVR SDK is for building android apps but with viveport streaming we build for Windows. Is there a way to get this same result when the target is Windows? @Dario @Cotta @Tony PH Lin
  5. With the release of Viveport streaming the AndroidManifest approach is only part of a solution. We are using viveport streaming to visualize a game that is running on a host PC where there is no androidmanifest. Essentially this suggestion would imply the manifest of the viveport streaming component be changed, but this is not exposed as far as I know not is the app open source. Is there a setting in Unity or Unreal that will have the desired effect in the headset? Just disabling controllers in an Unreal game running on a PC but displayed on a Focus+ through viveport streaming does not work. @Dario @Cotta @Tony PH Lin
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